// EXTERNAL INCLUDES
#include <dali/public-api/common/stage.h>
-#include <dali/devel-api/common/stage-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
-#include <dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.h>
namespace Dali
{
namespace
{
-const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
constexpr auto LOOP_FOREVER = -1;
+const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
+
+// Flags for re-sending data to the rasterize thread
+enum Flags
+{
+ RESEND_PLAY_RANGE = 1 << 0,
+ RESEND_LOOP_COUNT = 1 << 1
+};
+
} // unnamed namespace
AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
mImageVisualShaderFactory( shaderFactory ),
mUrl( imageUrl ),
+ mVectorRasterizeThread( imageUrl.GetUrl() ),
mVisualSize(),
mPlayRange( 0.0f, 1.0f ),
mPlacementActor(),
- mVectorRasterizeThread(),
mLoopCount( LOOP_FOREVER ),
+ mResendFlag( 0 ),
mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
{
// the rasterized image is with pre-multiplied alpha format
mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
+
+ mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
+ mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
+
+ mVectorRasterizeThread.Start();
}
AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
{
map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
}
- map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, static_cast< int >( mLoopCount ) );
- map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, static_cast< Vector2 >( mPlayRange ) );
-
- if( mVectorRasterizeThread )
- {
- map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread->GetPlayState() ) );
- }
- else
- {
- map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( DevelImageVisual::PlayState::STOPPED ) );
- }
+ map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
+ map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, mPlayRange );
+ map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
+ map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_PROGRESS, mVectorRasterizeThread.GetCurrentProgress() );
}
void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
if( value.Get( loopCount ) )
{
mLoopCount = loopCount;
- if( mVectorRasterizeThread )
- {
- mVectorRasterizeThread->SetLoopCount( loopCount );
- }
+ mResendFlag |= RESEND_LOOP_COUNT;
}
break;
}
Vector2 range;
if( value.Get( range ) )
{
- // Make sure the range specified is between 0.0 and 1.0
- if( range.x >= 0.0f && range.x <= 1.0f && range.y >= 0.0f && range.y <= 1.0f )
- {
- Vector2 orderedRange( range );
- // If the range is not in order swap values
- if( range.x > range.y )
- {
- orderedRange = Vector2( range.y, range.x );
- }
-
- mPlayRange = orderedRange;
-
- if( mVectorRasterizeThread )
- {
- mVectorRasterizeThread->SetPlayRange( mPlayRange );
- }
- }
+ mPlayRange = range;
+ mResendFlag |= RESEND_PLAY_RANGE;
}
break;
}
// Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
mPlacementActor = actor;
- // This visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
}
void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
{
- if( mVectorRasterizeThread )
- {
- mVectorRasterizeThread->PauseAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
- mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
- }
+ mVectorRasterizeThread.PauseAnimation();
+
+ mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
if( mImpl->mRenderer )
{
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
}
{
mVisualSize = visualSize;
- if( !mVectorRasterizeThread )
+ uint32_t width = static_cast< uint32_t >( visualSize.width );
+ uint32_t height = static_cast< uint32_t >( visualSize.height );
+
+ mVectorRasterizeThread.SetSize( width, height );
+ }
+
+ SendAnimationData();
+
+ if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
+ {
+ mVectorRasterizeThread.PlayAnimation();
+
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
+ }
+ else
+ {
+ // Render one frame
+ mVectorRasterizeThread.RenderFrame();
+ }
+
+ if( mVectorRasterizeThread.IsResourceReady() )
+ {
+ Actor actor = mPlacementActor.GetHandle();
+ if( actor )
{
- uint32_t width = static_cast< uint32_t >( visualSize.width );
- uint32_t height = static_cast< uint32_t >( visualSize.height );
-
- mVectorRasterizeThread = std::unique_ptr< VectorRasterizeThread >( new VectorRasterizeThread( mUrl.GetUrl(), mImpl->mRenderer, width, height ) );
-
- mVectorRasterizeThread->SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
- mVectorRasterizeThread->SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
- mVectorRasterizeThread->SetLoopCount( mLoopCount );
- mVectorRasterizeThread->SetPlayRange( mPlayRange );
-
- mVectorRasterizeThread->Start();
-
- if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
- {
- mVectorRasterizeThread->StartAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY );
- }
- else
- {
- // Render one frame
- mVectorRasterizeThread->RenderFrame();
- }
+ actor.AddRenderer( mImpl->mRenderer );
+ mPlacementActor.Reset();
}
- else
- {
- uint32_t width = static_cast< uint32_t >( visualSize.width );
- uint32_t height = static_cast< uint32_t >( visualSize.height );
- mVectorRasterizeThread->SetSize( width, height );
- }
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
}
}
{
case DevelAnimatedVectorImageVisual::Action::PLAY:
{
- if( IsOnStage())
+ if( IsOnStage() && mVisualSize != Vector2::ZERO )
{
- if( mVectorRasterizeThread )
- {
- mVectorRasterizeThread->StartAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY ); //TODO: Should manage this globally
- }
+ mVectorRasterizeThread.PlayAnimation();
+
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
}
mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
break;
}
case DevelAnimatedVectorImageVisual::Action::PAUSE:
{
- if( mVectorRasterizeThread )
+ mVectorRasterizeThread.PauseAnimation();
+
+ if( mImpl->mRenderer )
{
- mVectorRasterizeThread->PauseAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
}
+
mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
break;
}
case DevelAnimatedVectorImageVisual::Action::STOP:
{
- if( mVectorRasterizeThread )
+ if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
{
- bool emitSignal = false;
- if( mVectorRasterizeThread->GetPlayState() != DevelImageVisual::PlayState::STOPPED )
- {
- emitSignal = true;
- }
-
- mVectorRasterizeThread->StopAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
-
- if( emitSignal )
- {
- OnAnimationFinished();
- }
+ mVectorRasterizeThread.StopAnimation();
+
+ OnAnimationFinished();
}
mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
break;
}
+ case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
+ {
+ float progress;
+ if( attributes.Get( progress ) )
+ {
+ mVectorRasterizeThread.SetCurrentProgress( progress );
+ }
+ break;
+ }
+ case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
+ {
+ Property::Map* map = attributes.GetMap();
+ if( map )
+ {
+ DoSetProperties( *map );
+
+ SendAnimationData();
+ }
+ break;
+ }
}
}
// reset the weak handle so that the renderer only get added to actor once
mPlacementActor.Reset();
- Stage::GetCurrent().KeepRendering( 0.0f );
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
}
{
mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
}
+
+ mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
+
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+ }
+}
+
+void AnimatedVectorImageVisual::SendAnimationData()
+{
+ if( mResendFlag )
+ {
+ bool isPlaying = false;
+ if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
+ {
+ mVectorRasterizeThread.PauseAnimation();
+ isPlaying = true;
+ }
+
+ if( mResendFlag & RESEND_LOOP_COUNT )
+ {
+ mVectorRasterizeThread.SetLoopCount( mLoopCount );
+ }
+
+ if( mResendFlag & RESEND_PLAY_RANGE )
+ {
+ mVectorRasterizeThread.SetPlayRange( mPlayRange );
+ }
+
+ if( isPlaying )
+ {
+ mVectorRasterizeThread.PlayAnimation();
+ }
+ else
+ {
+ mVectorRasterizeThread.RenderFrame();
+ Stage::GetCurrent().KeepRendering( 0.0f );
+ }
+
+ mResendFlag = 0;
+ }
}
} // namespace Internal